perf(inject/host): dedup the DualSense HID-output feedback plane (G17)
A game's DualSense output report bundles rumble + lightbar + player-LEDs + adaptive-triggers into one report, so a pad that is merely rumbling re-sends its unchanged lightbar / LED / trigger state on every output report. The managers already dedup rumble, but forwarded every rich `HidOutput` event verbatim — flooding the 0xCD feedback plane to the client during continuous rumble. Add a shared `HidoutDedup` (dualsense_proto, used by both the Linux UHID and Windows UMDF managers) that forwards Led/PlayerLeds/Trigger only on a value change (per side for the two triggers) and always forwards one-shot TrackpadHaptic pulses — mirroring the rumble dedup two lines above and the DS4 backend's lightbar dedup. Reset per pad on create/unplug. Verified on Linux .21 (clippy -D warnings clean, new HidoutDedup unit test + full suite green); Windows .173 with the rest of Phase 3. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -13,7 +13,7 @@
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//! UMDF-driver backend; this module is just the `/dev/uhid` plumbing around it.
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use super::dualsense_proto::{
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parse_ds_output, serialize_state, DsFeedback, DsState, DS_FEATURE_CALIBRATION,
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parse_ds_output, serialize_state, DsFeedback, DsState, HidoutDedup, DS_FEATURE_CALIBRATION,
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DS_FEATURE_FIRMWARE, DS_FEATURE_PAIRING, DS_INPUT_REPORT_LEN, DS_PRODUCT, DS_TOUCH_H,
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DS_TOUCH_W, DS_VENDOR, DUALSENSE_RDESC,
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};
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@@ -178,6 +178,9 @@ pub struct DualSenseManager {
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state: Vec<DsState>,
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/// Last rumble forwarded per pad, so a report that only changes the LED doesn't re-send it.
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last_rumble: Vec<(u16, u16)>,
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/// Last rich feedback (lightbar / player LEDs / adaptive triggers) forwarded per pad, so an
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/// output report that only changed the rumble doesn't re-send unchanged 0xCD feedback.
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hidout_dedup: Vec<HidoutDedup>,
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/// When each pad last wrote an input report — drives [`DualSenseManager::heartbeat`], which
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/// re-emits the current state during input silence so the kernel never sees the device go quiet.
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last_write: Vec<Instant>,
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@@ -201,6 +204,7 @@ impl DualSenseManager {
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pads: (0..MAX_PADS).map(|_| None).collect(),
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state: vec![DsState::neutral(); MAX_PADS],
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last_rumble: vec![(0, 0); MAX_PADS],
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hidout_dedup: vec![HidoutDedup::default(); MAX_PADS],
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last_write: vec![Instant::now(); MAX_PADS],
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gate: PadGate::new(),
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remap: crate::inject::steam_remap::RemapConfig::from_env(),
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@@ -226,6 +230,7 @@ impl DualSenseManager {
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*slot = None;
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self.state[i] = DsState::neutral();
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self.last_rumble[i] = (0, 0);
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self.hidout_dedup[i].clear();
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}
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}
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if f.active_mask & (1 << idx) == 0 {
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@@ -314,6 +319,7 @@ impl DualSenseManager {
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self.pads[idx] = Some(p);
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self.state[idx] = DsState::neutral();
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self.last_rumble[idx] = (0, 0);
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self.hidout_dedup[idx].clear();
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self.last_write[idx] = Instant::now();
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self.gate.on_success();
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}
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@@ -346,8 +352,12 @@ impl DualSenseManager {
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}
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}
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for h in fb.hidout {
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// Skip rich feedback that repeats the last-forwarded value (the game's output report
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// re-sends unchanged lightbar/LED/trigger state alongside every rumble update).
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if self.hidout_dedup[i].should_forward(&h) {
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hidout(h);
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}
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}
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}
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}
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}
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@@ -445,10 +445,119 @@ pub fn parse_ds_output(pad: u8, data: &[u8], fb: &mut DsFeedback) {
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}
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}
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/// Per-pad dedup for the DualSense HID-output feedback plane (0xCD). A game's DualSense output report
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/// bundles rumble + lightbar + player-LEDs + adaptive-triggers into one report, so a pad that is
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/// merely *rumbling* re-sends its (unchanged) lightbar / LED / trigger state on every output report.
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/// The managers already dedup rumble; this does the same for the rich [`HidOutput`] feedback so the
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/// 0xCD plane carries only genuine changes. State (`Led` / `PlayerLeds` / `Trigger`) is deduped by
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/// value; a one-shot `TrackpadHaptic` pulse is always forwarded (each pulse must fire).
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#[derive(Clone, Default)]
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pub struct HidoutDedup {
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led: Option<(u8, u8, u8)>,
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player_leds: Option<u8>,
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/// Last-forwarded adaptive-trigger effect per side: `[0]` = L2, `[1]` = R2.
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trigger: [Option<Vec<u8>>; 2],
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}
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impl HidoutDedup {
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/// Forget all remembered state — call when a pad is created or unplugged so the first feedback
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/// after a (re)connect is always forwarded.
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pub fn clear(&mut self) {
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*self = HidoutDedup::default();
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}
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/// Whether `h` should be forwarded: `true` for a genuine change (remembering the new value) or a
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/// one-shot pulse; `false` if it repeats the last-forwarded value for its kind.
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pub fn should_forward(&mut self, h: &HidOutput) -> bool {
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match h {
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HidOutput::Led { r, g, b, .. } => {
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let v = Some((*r, *g, *b));
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if self.led == v {
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false
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} else {
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self.led = v;
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true
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}
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}
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HidOutput::PlayerLeds { bits, .. } => {
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let v = Some(*bits);
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if self.player_leds == v {
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false
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} else {
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self.player_leds = v;
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true
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}
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}
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HidOutput::Trigger { which, effect, .. } => {
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let slot = (*which as usize).min(1);
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if self.trigger[slot].as_deref() == Some(effect.as_slice()) {
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false
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} else {
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self.trigger[slot] = Some(effect.clone());
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true
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}
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}
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// One-shot haptic pulse (Steam voice-coil) — state-less, always fires.
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HidOutput::TrackpadHaptic { .. } => true,
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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/// `HidoutDedup` forwards a value once, drops exact repeats, re-forwards a change, tracks the two
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/// trigger sides independently, never dedups one-shot haptic pulses, and re-arms after `clear`.
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#[test]
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fn hidout_dedup_forwards_only_changes() {
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let mut d = HidoutDedup::default();
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let led = |r| HidOutput::Led {
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pad: 0,
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r,
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g: 0,
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b: 0,
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};
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// First value forwards; an exact repeat is dropped; a change forwards again.
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assert!(d.should_forward(&led(10)));
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assert!(!d.should_forward(&led(10)));
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assert!(d.should_forward(&led(20)));
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// Player LEDs dedup on their own field, independent of the lightbar.
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let pl = |bits| HidOutput::PlayerLeds { pad: 0, bits };
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assert!(d.should_forward(&pl(0b101)));
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assert!(!d.should_forward(&pl(0b101)));
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assert!(!d.should_forward(&led(20))); // lightbar still unchanged
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// The two adaptive triggers (L2=0, R2=1) are tracked separately.
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let trig = |which, byte| HidOutput::Trigger {
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pad: 0,
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which,
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effect: vec![byte, 0, 0],
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};
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assert!(d.should_forward(&trig(0, 1)));
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assert!(d.should_forward(&trig(1, 1))); // same bytes, other side → still forwards
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assert!(!d.should_forward(&trig(0, 1)));
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assert!(d.should_forward(&trig(0, 2))); // L2 effect changed
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// One-shot haptic pulses are never deduped.
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let haptic = HidOutput::TrackpadHaptic {
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pad: 0,
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side: 0,
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amplitude: 1,
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period: 2,
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count: 3,
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};
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assert!(d.should_forward(&haptic));
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assert!(d.should_forward(&haptic));
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// `clear` re-arms every kind.
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d.clear();
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assert!(d.should_forward(&led(20)));
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assert!(d.should_forward(&pl(0b101)));
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assert!(d.should_forward(&trig(0, 2)));
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}
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/// The Steam dual-pad → DualSense touchpad SPLIT: left pad (surface 1) lands contact 0
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/// on the left half, right pad (surface 2) contact 1 on the right half; y follows the
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/// shared screen convention (top → 0) with no flip; pad clicks set the touchpad-click
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@@ -18,8 +18,8 @@
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//! must already be installed; the installer stages it.)
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use super::dualsense_proto::{
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parse_ds_output, serialize_state, DsFeedback, DsState, DS_INPUT_REPORT_LEN, DS_TOUCH_H,
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DS_TOUCH_W,
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parse_ds_output, serialize_state, DsFeedback, DsState, HidoutDedup, DS_INPUT_REPORT_LEN,
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DS_TOUCH_H, DS_TOUCH_W,
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};
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use super::gamepad_raii::{sw_create_cb, PadChannel, SwCreateCtx};
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use crate::gamestream::gamepad::{GamepadEvent, MAX_PADS};
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@@ -341,6 +341,9 @@ pub struct DualSenseWindowsManager {
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pads: Vec<Option<DsWinPad>>,
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state: Vec<DsState>,
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last_rumble: Vec<(u16, u16)>,
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/// Last rich feedback (lightbar / player LEDs / adaptive triggers) forwarded per pad, so an
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/// output report that only changed the rumble doesn't re-send unchanged 0xCD feedback.
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hidout_dedup: Vec<HidoutDedup>,
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last_write: Vec<Instant>,
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/// Create-retry gate: a transient UMDF-channel failure backs off and retries instead of
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/// permanently disabling every pad for the session.
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@@ -362,6 +365,7 @@ impl DualSenseWindowsManager {
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pads: (0..MAX_PADS).map(|_| None).collect(),
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state: vec![DsState::neutral(); MAX_PADS],
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last_rumble: vec![(0, 0); MAX_PADS],
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hidout_dedup: vec![HidoutDedup::default(); MAX_PADS],
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last_write: vec![Instant::now(); MAX_PADS],
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gate: PadGate::new(),
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remap: crate::inject::steam_remap::RemapConfig::from_env(),
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@@ -386,6 +390,7 @@ impl DualSenseWindowsManager {
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*slot = None;
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self.state[i] = DsState::neutral();
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self.last_rumble[i] = (0, 0);
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self.hidout_dedup[i].clear();
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}
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}
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if f.active_mask & (1 << idx) == 0 {
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@@ -466,6 +471,7 @@ impl DualSenseWindowsManager {
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self.pads[idx] = Some(p);
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self.state[idx] = DsState::neutral();
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self.last_rumble[idx] = (0, 0);
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self.hidout_dedup[idx].clear();
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self.last_write[idx] = Instant::now();
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self.gate.on_success();
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}
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@@ -496,8 +502,12 @@ impl DualSenseWindowsManager {
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}
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}
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for h in fb.hidout {
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// Skip rich feedback that repeats the last-forwarded value (the game's output report
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// re-sends unchanged lightbar/LED/trigger state alongside every rumble update).
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if self.hidout_dedup[i].should_forward(&h) {
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hidout(h);
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}
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}
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}
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}
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}
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